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Tristan63

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Everything posted by Tristan63

  1. From a mining main I can see this as an absolute win. Medical items could be ordered in bottled or injector form then ops could, ideally with medical input, create upgraded medkits and ship them to various departments.
  2. I'd have to say that in the rounds I've played that are techno, it is basically extended+. I have interacted with techno antags before aswell, and ultimately it feels comical because it all chops up to "oh its bluespace tech!" which is why they are, for whatever reason on the Horizon doing lord knows what. I agree with its removal from secret.
  3. country roads
              🤚
          😣/
         _/|| 
        _/¯  ¯\_

    take me home
    👋 
        \ 😩
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    to the place 
              🤚
          😳/
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        _/¯  ¯\_

    I BELOOOONG 
            😭
       👊/||\_ 
        _/¯   ¯\_

  4. Tristan63

    Mining

    I tell you this, if you gave us better starting gear, and extra thrust capability on the shuttle by say adding two more engines, we'd be in business. When you run the pod you can get her places fast but it'll always take time to get mats and if you don't have 3 miners it'll take a bit. Since we have the big sled it'd warrant having more engines to push more with it. I also think if we started with 1 or 2 drill droppers that aren't in the OMs locker we'd be able to close the gap on mat shortages that occur for the whole round.
  5. what if we make it to where they really hate the traverse, and they have had beef for a while?
  6. 99 red balloons go by 🎈

  7. I think that the amount of guns we have now is good, more wouldn't hurt. I think we should have disassembly and parts added in like from europastation.
  8. Tristan63

    Mining

    I personally play mining and I have a few points to make on it as it is now; 1. Mining is stagnated. To gather any significant amount of resources takes more time, a lot more time than it did back on Aurora Station since all you had to do was EVA and go there. Now there is flying to an away site with a shuttle that isn't the fastest, admittedly. Factor in that you have to get ready for a longer haul with less access to resources, especially if you're going with three people, and the time it takes to get a good haul lands you getting back at around close to transfer time. Now, this is mitigated by having more miners but it wont subtract from travel time, bickering, and any other complications. The earliest I have personally seen a haul come back was around 40 minutes in to a round because an asteroid was just next to the horizons start point, and there were three miners that didn't have to prepare for a long journey. 2. Reliance. Mining can lean towards chemistry or the warehouse for many of its supplies, including medical supplies. Perhaps if it started more kitted out, an extra medkit or injector pack in the shuttle would greatly decrease reliance on other departments. That being said, relying on other departments isn't a bad thing but when time is a luxury, or a job slot not being filled, it can lead to problems. 3. Lethality. What restricted said is true, often I can see other miners getting injured and the only thing I can do is spam inap into their veins while I drag them back to the shuttle. Encountering even one hostile mob on a dig can be extremely hazardous and especially if you don't have anyone covering you (most of the times you wont) the KA will hit you. If you're a good shot you might get one or two hits with a KA before the hostile mob is right ontop of you, so you have to rely on melee weapons which the mining team has very scant amount of. To mitigate this I often use the forcing tool on the shuttle which is pretty good, I also might print a hatchet from the ops lathe which is also decent. Adding on to that, I think minings firepower OR situational awareness should be increased, perhaps more detailed scan reports to indicate exactly what mob inhabits a site, or a scanning device akin to the CM tracker to find mobs, maybe even adding that as an option to the ore scanner. Firepower could be the glaive from TG which our unathi miners would adore, or bayonet attachments for the KAs, or giving the KA an option for a one tile attack only. In short, I think a buff is in order.
  9. I too have only interacted with Soleil. A fun and interesting character, that has saved many of mine many a times from many a different wounds. I cannot speak highly enough of this player and will look forward to seeing their new command characters in the future. +1
  10. BYOND key: Tristan63 Discord Username: Tristan63#2457 Character names: Levius Constantine Fabian Best Oskar Raczkiewicz Smith Freson How long have you been playing on Aurora?: Steadily for about six months, but i've played in the past up to a few years ago. Have you received any administrative actions? And how serious were they? Yes, I have been banned for appeal twice. What do you think the OOC purpose of a Head of Staff is, ingame?: A head of staff should be a leader and capable representative of their departments interests to the Captain. You need to have communication skills, and a good understanding of not only what your departments do, but interdepartmental relations and synergy and how to get the most out of your department. Not only should those be achieved, but you need to be a good roleplayer and have a good understanding of the lore aswell. You can't play a IPC thats a dominian, as a head, that'd be a big no no and would discredit not only yourself, but your department in your peers and superiors eyes. Finally in my eyes, the most important thing is to be forgiving. People will make mistakes, in your department, in others, as antags, or in hunting them. Show forgiveness or have a brainfart at a convinent time for an antag to allow their plan to go on. Nothing was worse in RP on other servers than immediately getting shut down because you had a pen on your ear, having sec follow you constantly etc. What do you think the OOC responsibilities of Whitelisted players are to other players, and how would you strive to uphold them?: From an OOC perspective, my job as a head is to maintain the flow of the round and try to keep it interesting. As said previously, you should suspend disbelief by not immediately knowing antag items or not even playing into any gimmick offered to you. Mentoring and helping players in learning roles, or teaching old dogs new tricks. We also have a responsibility for creating CCIA incident reports (even though anyone can, we should be more keen on repeated character issues to issue IC punishments, instead of just ahelping every time something minor occurs). I think above all else, making fun, memorable moments within the rules is a great way to make others want to come back for the RP. I can tell you many times when I have roleplayed and would scan the manifest and see a particular name playing as a head or top dog on other servers, and would just not bother since I knew it wouldn't be worth it. My goal would be to never have this happen to someone else due to my characters actions. Could you give us the gist of what is currently happening in Tau ceti and how it affected your character and their career? Crisis abounds the Republic. Phoron is becoming scarcer and scarcer, even the Elyrans are reeling from the economic implications of the continued shortage. Tau Ceti is expanding with the revealing of the SCC, into the CRZ. Former Solarian colonies being brought into the fold by Tau Ceti, while the Alliance desperately clings to her jewl worlds as she fractures into shards of broken hopes and dreams. Will the Alliance regain her former glory as the sole human superpower in the spur? Will Einstein Engines finally supersede Nanotrasen as the foremost developer of superluminal travel? Will Biesel take the torch and stand alone as the spurs only human superpower, backed by the SCC and the Trasens? Come and join me, we'll see together. What roles do you plan on playing after the application is accepted? All of them besides CE, maybe not CMO. Have you familiarized yourself with the wiki pages for the command roles? Yes. Characters you intend to use for command or have created for command. Include the job they will be taking.: Benjamin Werry - HOS - A former military man desensitized by the Alliance and its false hopes. Now he seeks new purpose in the fledgling SCC. Arnfast Jotunheimr - OM/XO (Undecided) - A Scarab specializing in logistics, he is currently lending his services to the SCC, having helped aid in the construction of the Horizon formerly. I intend to make more aswell Do you understand your whitelist is not permanent, and may be stripped following continuous administrative action? Yes Have you linked your byond account to the forums? Yes Extra notes: I would be happy to answer any questions from the community and staff, and I also would like to note that I work 4 weekdays till late in the evening so I would have weird hours in any t trial if I make it that far.
  11. you know how sec used to have a firing range? put one connected to maint next to the evidence locker storage please, it'd be a lot nicer for firing squads cadets
  12. How come every thread I post on, gets killed?

    Do I kill threads?

  13. *smacks gavel pre trial, what plea will the defendant enter?
  14. crusher needs a labcoat now!
  15. I support this as the current sec uniforms aren't very good, im sorry but they just aren't.
  16. yes, this is the only fault of the PR. Should have some more stopping power
  17. Overall I enjoy this PR, especially the addition of the machine pistol. I've personally not seen the shotguns taken out of the armory at all when I play as sec, however, whenever its blue the HOS/Warden always goes in and takes the carbine for themselves. I have yet in my multiple rounds this was TM'd seen it used against antags. I think there should be 1 more lethal mag for the machine pistol but otherwise this PR is great, danse.
  18. as a miner main i unconditionally support this, if the damn shuttle was 3x5 tiles i'd be happy if it cycled faster i timed it from start to finish and it took 8 whole minutes to cycle the airlock to the exterior, it is comical
  19. I think I recall the round you reference, with the elevator incident. I myself was one of the victims of that incident and found no quarrel with it, it was sudden and unexpected which was awesome in an otherwise routine round. Its leadup was the Orion merchant going "I gotta get back to my ship to get my guns, that TCFL ship is coming in hot." then after my character helped load a few crates of merchandise onto the elevator, suddenly two orange and blue clad gunmen come up. It was quite a fun situation to be involved in all things considered, and im sure it was thrilling for the prisoners too. So I propose this, instead of a TCFL with two prisoners, instead just have a prison station with a single small shuttle that has to be repaired before being used, and all the persons onboard are prisoners. Three slots for prisoners, on an asteroid, then you might have one prison engineer or doctor that is like a compliant prisoner staff, but not a guard per se. The TCFL ship would stay just with the prisoner aspect removed.
  20. So in a raider round on the third of May, 2022 we had two miners (Levius Constantine, Morgan Ringer) embark on a crusade to mine the closest rock whilse the Horizon was underway to investigate another POI. The bridge crew had, of course, called us to recall after we were going off in an unassumed direction. Little did we know, the Orion Ship heading straight for us was actually a TRAP. The miners killed one of the raiders after the raiders attempted to (unsuccessfully) rob them, leaving the raiders leaderless and the miners down a man. This is their story...
  21. I really don't like doing this, especially since we could be taking a trip elsewhere after a visit, and doing this could add up. And from an RP perspective, why would a miner waste oxygen in such a manner unless absolutely necessary? But I think any solution would be better than the status quo at present.
  22. It was fine on the Aurora when we had basically the whole round to mine, but now we have to factor in travel time and on top of that, a giant fucking insidious cycle time that takes forever unless you blow the lock with inflatables. I suggest adding 3 more air vents for a total of 6 in the mining pods airlock. I timed how long it takes to cycle out starting at 01:37 and ending at 01:45 for a grand spanking total of 8 bloody minutes spent cycling before you can mine.
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